CHAPTER 1 Properties: Properties are an essential part of the game. They are values stored in a room (and many other objects) that can be set and queried by a single interface. In Nemesis this interface are the two functions set_prop and query_prop. Each property has a name and a value. A property with value 0 means that the property is not set. Let's take the property 'no fight' for example. You find a list of valid properties for rooms in /include/room_defines.h. There we see that the name of our property is P_NO_FIGHT. So the following settings are possible: set_prop(P_NO_FIGHT, 1); // sets the property to the value 1 (on). set_prop(P_NO_FIGHT, 0); // removes the property. set_prop(P_NO_FIGHT, "No fights here!\n"); // sets a message unlike // to the standard message to be displayed set_prop( ({ // sets the two properties. P_NO_FIGHT, 1, P_NO_MAGIC, 1 }) ); query_prop(); // returns all properties. query_prop(P_NO_FIGHT); // returns the value of 'no fight' property. You can change a property by setting it again. For example, weather and climate are realized using properties. An important use for properties, maps, is described on the next page. A list of properties can be found via 'man room/set_prop' or on page 29 of this tutorial: https://nemesis.de/lpc/doc/room2/page29 . ALWAYS use the '#defines' like P_NO_FIGHT and P_NO_MAGIC. NEVER use the numeric values hidden in those '#defines' but '#include' the correct header files like or (in /include/properties.h) or others. By including the relevant header files are included automatically and all these #defines for properties are available. FYI: The set_weather call also stores its data in properties (see page 6 or https://nemesis.de/lpc/doc/room2/page6 ). Changed/modified/modernised in August 2016. See also: room/set_prop, room/query_prop, build/properties, room2/page29, room2/page6